//> gl_GlobalInvocationID: uint3 {0, 0, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {0, 0, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {0, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.000000, 0.000000, 0.000000, 0.000000}
21. color = point.xyyx;

//> cos(): float {1.000000}
//  color: float4 {0.000000, 0.000000, 0.000000, 0.000000}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.000000, 0.000000, 0.000000, 0.000000}
//  cos(): float {1.000000}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {0, 0, 0}
//  color: float4 {0.000000, 0.000000, 0.000000, 0.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {0, 12, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {0, 3, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {0, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.000000, 0.800000, 0.800000, 0.000000}
21. color = point.xyyx;

//> cos(): float {0.696707}
//  color: float4 {0.000000, 0.800000, 0.800000, 0.000000}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.000000, 0.800000, 0.800000, 0.000000}
//  cos(): float {0.696707}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {0, 12, 0}
//  color: float4 {0.000000, 0.800000, 0.800000, 0.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {0, 4, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {0, 1, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {0, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.000000, 0.266667, 0.266667, 0.000000}
21. color = point.xyyx;

//> cos(): float {0.964655}
//  color: float4 {0.000000, 0.266667, 0.266667, 0.000000}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.000000, 0.266667, 0.266667, 0.000000}
//  cos(): float {0.964655}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {0, 4, 0}
//  color: float4 {0.000000, 0.266667, 0.266667, 0.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {0, 8, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {0, 2, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {0, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.000000, 0.533333, 0.533333, 0.000000}
21. color = point.xyyx;

//> cos(): float {0.861117}
//  color: float4 {0.000000, 0.533333, 0.533333, 0.000000}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.000000, 0.533333, 0.533333, 0.000000}
//  cos(): float {0.861117}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {0, 8, 0}
//  color: float4 {0.000000, 0.533333, 0.533333, 0.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 0, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {0, 0, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {1, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {1, 0, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {0, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 0, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 1, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {0, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 1, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 10, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {0, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 10, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 11, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {0, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 11, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 12, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {0, 3, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {1, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {1, 12, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {0, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 12, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 13, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {0, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 13, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 14, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {0, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 14, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 15, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {0, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 15, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 2, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {0, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 2, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 3, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {0, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 3, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 4, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {0, 1, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {1, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {1, 4, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {0, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 4, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 5, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {0, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 5, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 6, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {0, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 6, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 7, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {0, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 7, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 8, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {0, 2, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {1, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {1, 8, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {0, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 8, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {1, 9, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {0, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {1, 9, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {10, 0, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {2, 0, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {10, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.666667, 0.000000, 0.000000, 0.666667}
21. color = point.xyyx;

//> cos(): float {1.000000}
//  color: float4 {0.666667, 0.000000, 0.000000, 0.666667}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.666667, 0.000000, 0.000000, 0.666667}
//  cos(): float {1.000000}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {10, 0, 0}
//  color: float4 {0.666667, 0.000000, 0.000000, 0.666667}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {10, 12, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {2, 3, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {10, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.666667, 0.800000, 0.800000, 0.666667}
21. color = point.xyyx;

//> cos(): float {0.696707}
//  color: float4 {0.666667, 0.800000, 0.800000, 0.666667}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.666667, 0.800000, 0.800000, 0.666667}
//  cos(): float {0.696707}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {10, 12, 0}
//  color: float4 {0.666667, 0.800000, 0.800000, 0.666667}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {10, 4, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {2, 1, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {10, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.666667, 0.266667, 0.266667, 0.666667}
21. color = point.xyyx;

//> cos(): float {0.964655}
//  color: float4 {0.666667, 0.266667, 0.266667, 0.666667}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.666667, 0.266667, 0.266667, 0.666667}
//  cos(): float {0.964655}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {10, 4, 0}
//  color: float4 {0.666667, 0.266667, 0.266667, 0.666667}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {10, 8, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {2, 2, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {10, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.666667, 0.533333, 0.533333, 0.666667}
21. color = point.xyyx;

//> cos(): float {0.861117}
//  color: float4 {0.666667, 0.533333, 0.533333, 0.666667}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.666667, 0.533333, 0.533333, 0.666667}
//  cos(): float {0.861117}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {10, 8, 0}
//  color: float4 {0.666667, 0.533333, 0.533333, 0.666667}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {11, 0, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {2, 0, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {11, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {11, 0, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {11, 12, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {2, 3, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {11, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {11, 12, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {11, 4, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {2, 1, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {11, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {11, 4, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {11, 8, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {2, 2, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {11, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {11, 8, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {12, 0, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {3, 0, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {12, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.800000, 0.000000, 0.000000, 0.800000}
21. color = point.xyyx;

//> cos(): float {1.000000}
//  color: float4 {0.800000, 0.000000, 0.000000, 0.800000}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.800000, 0.000000, 0.000000, 0.800000}
//  cos(): float {1.000000}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {12, 0, 0}
//  color: float4 {0.800000, 0.000000, 0.000000, 0.800000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {12, 12, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {3, 3, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {12, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.800000, 0.800000, 0.800000, 0.800000}
21. color = point.xyyx;

//> cos(): float {0.696707}
//  color: float4 {0.800000, 0.800000, 0.800000, 0.800000}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.800000, 0.800000, 0.800000, 0.800000}
//  cos(): float {0.696707}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {12, 12, 0}
//  color: float4 {0.800000, 0.800000, 0.800000, 0.800000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {12, 4, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {3, 1, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {12, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.800000, 0.266667, 0.266667, 0.800000}
21. color = point.xyyx;

//> cos(): float {0.964655}
//  color: float4 {0.800000, 0.266667, 0.266667, 0.800000}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.800000, 0.266667, 0.266667, 0.800000}
//  cos(): float {0.964655}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {12, 4, 0}
//  color: float4 {0.800000, 0.266667, 0.266667, 0.800000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {12, 8, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {3, 2, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {12, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.800000, 0.533333, 0.533333, 0.800000}
21. color = point.xyyx;

//> cos(): float {0.861117}
//  color: float4 {0.800000, 0.533333, 0.533333, 0.800000}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.800000, 0.533333, 0.533333, 0.800000}
//  cos(): float {0.861117}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {12, 8, 0}
//  color: float4 {0.800000, 0.533333, 0.533333, 0.800000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 0, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {3, 0, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {13, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {13, 0, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {3, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 0, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 1, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {3, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 1, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 10, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {3, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 10, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 11, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {3, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 11, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 12, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {3, 3, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {13, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {13, 12, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {3, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 12, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 13, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {3, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 13, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 14, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {3, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 14, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 15, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {3, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 15, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 2, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {3, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 2, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 3, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {3, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 3, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 4, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {3, 1, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {13, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {13, 4, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {3, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 4, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 5, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {3, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 5, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 6, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {3, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 6, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 7, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {3, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 7, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 8, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {3, 2, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {13, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {13, 8, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {3, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 8, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {13, 9, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {3, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {13, 9, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {14, 0, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {3, 0, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {14, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.933333, 0.000000, 0.000000, 0.933333}
21. color = point.xyyx;

//> cos(): float {1.000000}
//  color: float4 {0.933333, 0.000000, 0.000000, 0.933333}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.933333, 0.000000, 0.000000, 0.933333}
//  cos(): float {1.000000}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {14, 0, 0}
//  color: float4 {0.933333, 0.000000, 0.000000, 0.933333}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {14, 12, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {3, 3, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {14, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.933333, 0.800000, 0.800000, 0.933333}
21. color = point.xyyx;

//> cos(): float {0.696707}
//  color: float4 {0.933333, 0.800000, 0.800000, 0.933333}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.933333, 0.800000, 0.800000, 0.933333}
//  cos(): float {0.696707}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {14, 12, 0}
//  color: float4 {0.933333, 0.800000, 0.800000, 0.933333}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {14, 4, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {3, 1, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {14, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.933333, 0.266667, 0.266667, 0.933333}
21. color = point.xyyx;

//> cos(): float {0.964655}
//  color: float4 {0.933333, 0.266667, 0.266667, 0.933333}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.933333, 0.266667, 0.266667, 0.933333}
//  cos(): float {0.964655}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {14, 4, 0}
//  color: float4 {0.933333, 0.266667, 0.266667, 0.933333}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {14, 8, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {3, 2, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {14, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.933333, 0.533333, 0.533333, 0.933333}
21. color = point.xyyx;

//> cos(): float {0.861117}
//  color: float4 {0.933333, 0.533333, 0.533333, 0.933333}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.933333, 0.533333, 0.533333, 0.933333}
//  cos(): float {0.861117}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {14, 8, 0}
//  color: float4 {0.933333, 0.533333, 0.533333, 0.933333}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {15, 0, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {3, 0, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {15, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {15, 0, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {15, 12, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {3, 3, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {15, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {15, 12, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {15, 4, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {3, 1, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {15, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {15, 4, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {15, 8, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {3, 2, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {15, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {15, 8, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {2, 0, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {0, 0, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {2, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.133333, 0.000000, 0.000000, 0.133333}
21. color = point.xyyx;

//> cos(): float {1.000000}
//  color: float4 {0.133333, 0.000000, 0.000000, 0.133333}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.133333, 0.000000, 0.000000, 0.133333}
//  cos(): float {1.000000}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {2, 0, 0}
//  color: float4 {0.133333, 0.000000, 0.000000, 0.133333}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {2, 12, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {0, 3, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {2, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.133333, 0.800000, 0.800000, 0.133333}
21. color = point.xyyx;

//> cos(): float {0.696707}
//  color: float4 {0.133333, 0.800000, 0.800000, 0.133333}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.133333, 0.800000, 0.800000, 0.133333}
//  cos(): float {0.696707}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {2, 12, 0}
//  color: float4 {0.133333, 0.800000, 0.800000, 0.133333}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {2, 4, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {0, 1, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {2, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.133333, 0.266667, 0.266667, 0.133333}
21. color = point.xyyx;

//> cos(): float {0.964655}
//  color: float4 {0.133333, 0.266667, 0.266667, 0.133333}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.133333, 0.266667, 0.266667, 0.133333}
//  cos(): float {0.964655}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {2, 4, 0}
//  color: float4 {0.133333, 0.266667, 0.266667, 0.133333}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {2, 8, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {0, 2, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {2, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.133333, 0.533333, 0.533333, 0.133333}
21. color = point.xyyx;

//> cos(): float {0.861117}
//  color: float4 {0.133333, 0.533333, 0.533333, 0.133333}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.133333, 0.533333, 0.533333, 0.133333}
//  cos(): float {0.861117}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {2, 8, 0}
//  color: float4 {0.133333, 0.533333, 0.533333, 0.133333}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {3, 0, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {0, 0, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {3, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {3, 0, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {3, 12, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {0, 3, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {3, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {3, 12, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {3, 4, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {0, 1, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {3, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {3, 4, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {3, 8, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {0, 2, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {3, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {3, 8, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {4, 0, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {1, 0, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {4, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.266667, 0.000000, 0.000000, 0.266667}
21. color = point.xyyx;

//> cos(): float {1.000000}
//  color: float4 {0.266667, 0.000000, 0.000000, 0.266667}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.266667, 0.000000, 0.000000, 0.266667}
//  cos(): float {1.000000}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {4, 0, 0}
//  color: float4 {0.266667, 0.000000, 0.000000, 0.266667}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {4, 12, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {1, 3, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {4, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.266667, 0.800000, 0.800000, 0.266667}
21. color = point.xyyx;

//> cos(): float {0.696707}
//  color: float4 {0.266667, 0.800000, 0.800000, 0.266667}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.266667, 0.800000, 0.800000, 0.266667}
//  cos(): float {0.696707}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {4, 12, 0}
//  color: float4 {0.266667, 0.800000, 0.800000, 0.266667}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {4, 4, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {1, 1, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {4, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.266667, 0.266667, 0.266667, 0.266667}
21. color = point.xyyx;

//> cos(): float {0.964655}
//  color: float4 {0.266667, 0.266667, 0.266667, 0.266667}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.266667, 0.266667, 0.266667, 0.266667}
//  cos(): float {0.964655}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {4, 4, 0}
//  color: float4 {0.266667, 0.266667, 0.266667, 0.266667}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {4, 8, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {1, 2, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {4, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.266667, 0.533333, 0.533333, 0.266667}
21. color = point.xyyx;

//> cos(): float {0.861117}
//  color: float4 {0.266667, 0.533333, 0.533333, 0.266667}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.266667, 0.533333, 0.533333, 0.266667}
//  cos(): float {0.861117}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {4, 8, 0}
//  color: float4 {0.266667, 0.533333, 0.533333, 0.266667}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 0, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {1, 0, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {5, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {5, 0, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {1, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 0, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 1, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {1, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 1, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 10, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {1, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 10, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 11, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {1, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 11, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 12, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {1, 3, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {5, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {5, 12, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {1, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 12, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 13, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {1, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 13, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 14, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {1, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 14, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 15, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {1, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 15, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 2, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {1, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 2, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 3, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {1, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 3, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 4, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {1, 1, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {5, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {5, 4, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {1, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 4, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 5, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {1, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 5, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 6, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {1, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 6, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 7, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {1, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 7, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 8, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {1, 2, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {5, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {5, 8, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {1, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 8, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {5, 9, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {1, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {5, 9, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {6, 0, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {1, 0, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {6, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.400000, 0.000000, 0.000000, 0.400000}
21. color = point.xyyx;

//> cos(): float {1.000000}
//  color: float4 {0.400000, 0.000000, 0.000000, 0.400000}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.400000, 0.000000, 0.000000, 0.400000}
//  cos(): float {1.000000}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {6, 0, 0}
//  color: float4 {0.400000, 0.000000, 0.000000, 0.400000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {6, 12, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {1, 3, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {6, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.400000, 0.800000, 0.800000, 0.400000}
21. color = point.xyyx;

//> cos(): float {0.696707}
//  color: float4 {0.400000, 0.800000, 0.800000, 0.400000}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.400000, 0.800000, 0.800000, 0.400000}
//  cos(): float {0.696707}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {6, 12, 0}
//  color: float4 {0.400000, 0.800000, 0.800000, 0.400000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {6, 4, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {1, 1, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {6, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.400000, 0.266667, 0.266667, 0.400000}
21. color = point.xyyx;

//> cos(): float {0.964655}
//  color: float4 {0.400000, 0.266667, 0.266667, 0.400000}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.400000, 0.266667, 0.266667, 0.400000}
//  cos(): float {0.964655}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {6, 4, 0}
//  color: float4 {0.400000, 0.266667, 0.266667, 0.400000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {6, 8, 0}
//> gl_LocalInvocationID: uint3 {2, 0, 0}
//> gl_WorkGroupID: uint3 {1, 2, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {6, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.400000, 0.533333, 0.533333, 0.400000}
21. color = point.xyyx;

//> cos(): float {0.861117}
//  color: float4 {0.400000, 0.533333, 0.533333, 0.400000}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.400000, 0.533333, 0.533333, 0.400000}
//  cos(): float {0.861117}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {6, 8, 0}
//  color: float4 {0.400000, 0.533333, 0.533333, 0.400000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {7, 0, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {1, 0, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {7, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {7, 0, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {7, 12, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {1, 3, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {7, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {7, 12, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {7, 4, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {1, 1, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {7, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {7, 4, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {7, 8, 0}
//> gl_LocalInvocationID: uint3 {3, 0, 0}
//> gl_WorkGroupID: uint3 {1, 2, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {7, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {7, 8, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {8, 0, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {2, 0, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {8, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.533333, 0.000000, 0.000000, 0.533333}
21. color = point.xyyx;

//> cos(): float {1.000000}
//  color: float4 {0.533333, 0.000000, 0.000000, 0.533333}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.533333, 0.000000, 0.000000, 0.533333}
//  cos(): float {1.000000}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {8, 0, 0}
//  color: float4 {0.533333, 0.000000, 0.000000, 0.533333}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {8, 12, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {2, 3, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {8, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.533333, 0.800000, 0.800000, 0.533333}
21. color = point.xyyx;

//> cos(): float {0.696707}
//  color: float4 {0.533333, 0.800000, 0.800000, 0.533333}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.533333, 0.800000, 0.800000, 0.533333}
//  cos(): float {0.696707}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {8, 12, 0}
//  color: float4 {0.533333, 0.800000, 0.800000, 0.533333}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {8, 4, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {2, 1, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {8, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.533333, 0.266667, 0.266667, 0.533333}
21. color = point.xyyx;

//> cos(): float {0.964655}
//  color: float4 {0.533333, 0.266667, 0.266667, 0.533333}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.533333, 0.266667, 0.266667, 0.533333}
//  cos(): float {0.964655}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {8, 4, 0}
//  color: float4 {0.533333, 0.266667, 0.266667, 0.533333}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {8, 8, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {2, 2, 0}
no source

//> (out): bool {false}
//  gl_GlobalInvocationID: uint3 {8, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {0.533333, 0.533333, 0.533333, 0.533333}
21. color = point.xyyx;

//> cos(): float {0.861117}
//  color: float4 {0.533333, 0.533333, 0.533333, 0.533333}
22. 		color.x = cos(color.y) * color.z;

//> color: float4 {0.533333, 0.533333, 0.533333, 0.533333}
//  cos(): float {0.861117}
22. color.x = cos(color.y) * color.z;

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {8, 8, 0}
//  color: float4 {0.533333, 0.533333, 0.533333, 0.533333}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 0, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {2, 0, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {9, 0, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {9, 0, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {2, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 0, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 1, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {2, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 1, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 10, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {2, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 10, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 11, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {2, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 11, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 12, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {2, 3, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {9, 12, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {9, 12, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {2, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 12, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 13, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {2, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 13, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 14, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {2, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 14, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 15, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {2, 3, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 15, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 2, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {2, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 2, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 3, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {2, 0, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 3, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 4, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {2, 1, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {9, 4, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {9, 4, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {2, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 4, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 5, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {2, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 5, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 6, 0}
//> gl_LocalInvocationID: uint3 {1, 2, 0}
//> gl_WorkGroupID: uint3 {2, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 6, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 7, 0}
//> gl_LocalInvocationID: uint3 {1, 3, 0}
//> gl_WorkGroupID: uint3 {2, 1, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 7, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 8, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {2, 2, 0}
no source

//> (out): bool {true}
//  gl_GlobalInvocationID: uint3 {9, 8, 0}
15. if ( (gl_GlobalInvocationID.x & 1) == 1 )

//> color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
17. color = vec4(1.0f);

//> gl_GlobalInvocationID: uint3 {9, 8, 0}
//> gl_LocalInvocationID: uint3 {1, 0, 0}
//> gl_WorkGroupID: uint3 {2, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 8, 0}
//  color: float4 {1.000000, 1.000000, 1.000000, 1.000000}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

//> gl_GlobalInvocationID: uint3 {9, 9, 0}
//> gl_LocalInvocationID: uint3 {1, 1, 0}
//> gl_WorkGroupID: uint3 {2, 2, 0}
no source

//> imageStore(): void
//  gl_GlobalInvocationID: uint3 {9, 9, 0}
28. 	imageStore( un_OutImage, ivec2(gl_GlobalInvocationID.xy), color );

//---------------------------

